PUBLIC PROJECT WORKSHOP · COMBAT INPUT

Kitty's Dagger

Study a compact ability-driven weapon project where independent skills need independent state, input routing and visible readiness feedback.

v0.4.0 sourceMulti-skill weaponCooldown stateGitHub-backed base

1. Import the datapack

Open Creator → Use Public Pack as BaseKitty's Dagger. Keep the source note enabled so the original GitHub path stays with your learning copy.

2. Separate input from ability execution

  1. Detect intentKeep the input/key state responsible only for choosing a skill.
  2. Dispatch one action path per skillThrow, directional throw and ultimate logic should not share one cooldown flag or one giant condition branch.
  3. Store readiness independentlyEach skill owns its own cooldown/state so one unavailable ability does not block the others.
  4. Render state back onto the itemUse item feedback as an interface: cooldown/readiness should be visible without opening a menu.

3. Build the five-projectile ultimate pattern

Resolve nearby valid targets first. Dispatch individual projectile actions to selected targets up to the skill limit; when no target exists, use the player's horizontal facing as the basis for a radial fallback. Keep targeting and projectile spawning as separate steps so either one can be replaced later.

4. Test overlap states

StateExpected behavior
Throw unavailableOnly throw feedback changes; directional and ultimate inputs can still resolve.
Ultimate ready + another cooldown activeBoth visual states can coexist on the same main item.
No valid ultimate targetsProjectiles use the defined radial fallback instead of silently failing.
Dedicated skill itemRight-click routes directly to that skill and uses the ordinary durability cooldown presentation.

Open Creator Weapons Guide Keybind Guide